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Timers don't run when a group is re-activated - any work around?
When I deactivate a group that has a timer event in it and then reactivate it again the timers don't run.
I don't know if it's a bug or just the way Fusion was programmed, but is there anyway to overcome this?
As per attached .mfa -
If you let it run you'll see the value on screen change from 3 to 4 to 0.
If you click on the pause button after the number has changed to 3 - wait a second or two then click anywhere to cancel the pause - the number never changes away from 3.
This breaks my game if someone presses pause at the wrong moment. I did use the built-in pause at first, but because it returns a black screen when you return from pause on some devices - Android target - I tried to write my own "pause" by deactivating the groups and then reactivating them again. However, now I have this problem.
This is a very simplified example just to show what was happening / not happening. My actual game code isn't anything like this - I just wrote this to illustrate the problem with the timers.